[HN Gopher] Mundane chores are all the rage in gaming
       ___________________________________________________________________
        
       Mundane chores are all the rage in gaming
        
       Author : nathan_phoenix
       Score  : 183 points
       Date   : 2022-06-15 10:01 UTC (12 hours ago)
        
 (HTM) web link (www.economist.com)
 (TXT) w3m dump (www.economist.com)
        
       | pavel_lishin wrote:
       | We used to make fun of our roommate in college, who would
       | notoriously never clean, but would spend hours a day playing a
       | video game in which a little robot cleaned a house.
        
       | crikeyjoe wrote:
        
       | bobthechef wrote:
        
       | trundler wrote:
       | Link plz
        
         | whacim wrote:
         | https://web.archive.org/web/20220615100202/https://www.econo...
        
           | trundler wrote:
           | Thank you!
        
           | freeCandy wrote:
           | Somewhat less broken page: https://archive.md/1OsVN
        
       | Gunax wrote:
       | Simpsons mocked it years ago:
       | https://simpsonswiki.com/wiki/Yard_Work_Simulator
        
       | onpensionsterm wrote:
       | I'm not sure the qualifier 'in gaming' is necessary. Lots of us
       | spend a our free time doing gardening, DIY, walking or cooking
       | for entertainment.
        
         | lupire wrote:
         | That's a huge difference!
         | 
         | Call of Duty hits different if it's not a video game, and
         | cleaning your house hits different when it's only inside the
         | video game.
         | 
         | On the other hand, Chess and other classical non-physical-sport
         | games are pretty much the same in meat space and on the
         | computer.
        
           | rictic wrote:
           | It's definitely different, but it can be pretty similar
           | really. Tending my actual plants and tending plants in
           | stardew valley are both pleasant things I like to do while
           | listening to an audiobook or podcast.
        
       | fatnoah wrote:
       | My 14 year old son and I found a gaming connection in Farming
       | Simulator. There's something satisfying to both of us to go
       | through the tasks of plowing, fertilizing, seeding, and
       | harvesting a field with and upgrade path that allows it all to be
       | done more efficiently. Going back and forth with the equipment is
       | somehow Zen-like.
        
       | candiddevmike wrote:
       | Is there any business working on remote controlled robots or is
       | everyone only focused on AI? Seems like you could probably find a
       | lot of cheap labor if they can control the robot from their
       | house.
        
         | Cthulhu_ wrote:
         | It's coming / happening, there's Japanese elderly people
         | operating welcoming / serving robots, military servicemen
         | operating drones, and of course every operator job in your
         | power plant and whatnot is that kind of work.
        
         | lupire wrote:
         | You also need a robot delivery robot as well as an underclass
         | of cheaper foreign labor.
        
         | RedNifre wrote:
         | That already exists, there are construction sites where
         | excavators work 24/7, being remote controlled by people from
         | different time zones, to not break work time laws.
        
           | csense wrote:
           | > work time laws
           | 
           | What place has a law that prevents you from hiring three sets
           | of locals to work three different 8-hour shifts?
        
             | micromacrofoot wrote:
             | > What place has a law that prevents you from hiring three
             | sets of locals to work three different 8-hour shifts?
             | 
             | You hire 2 people to work 12-hour shifts. The machine is
             | moving in your country, but the employees work somewhere
             | (and for someone else) with lax labor laws.
        
               | lupire wrote:
               | OK but that's not much related to work time laws, that's
               | related to work pay laws and market conditions.
               | 
               | The benefit of squeezing away the lunch break isn't
               | important to an overall job.
        
         | farleykr wrote:
         | Why though? I don't have an issue with your question or the
         | idea of people remotely controlling pressure washers but whats
         | the case for automation over elbow grease? Why do we always
         | feel the need to automate and optimize instead of just being
         | happy with things taking time and being difficult?
        
           | allendoerfer wrote:
           | You are on Hacker News.
           | 
           | Wikipedia says:                   A hacker is a person
           | skilled in information technology who uses their technical
           | knowledge to achieve a goal or overcome an obstacle, within a
           | computerized system by non-standard means.
        
             | farleykr wrote:
             | Point taken. But that doesn't mean we can't challenge the
             | idea that hacking is the right approach to any given idea
             | that is posed on this website.
        
               | allendoerfer wrote:
               | Depends on whether your goal is to have fun/be a human
               | being or to work towards our future as immortal explorers
               | of the universe.
        
           | Karsteski wrote:
           | Because instead we can delegate tasks that no one wants to do
           | to robots, machinery and computers, and instead focus human
           | labour and brain power on other things. Which is how we got
           | to the point that we are at in the first place.
        
             | Barrin92 wrote:
             | the reality is somewhat more complicated than that. Every
             | time you outsource something you also lose a means to
             | exercise your brain power or your physical body. It's why
             | many of us are in decidedly worse shape than some of our
             | ancestors. There's a company in the Netherlands that makes
             | mechanical rather than electric lifts[1] that involves
             | human action. One result, people who use them are less
             | frail and sick. It's a technology that augments rather than
             | replaces the human body.
             | 
             | And there's a big difference between the two. We got to
             | where we are because a lot of the things we built have
             | aided us and increased human potential, not diminished it.
             | Even a gun which can be used for good or bad ultimately
             | leaves decision making to someone with a brain. Putting
             | that gun on a robot and even giving the ability to make a
             | decision up? That's a very different kind of technology.
             | 
             | [1]https://www.vertiwalk.com/
        
           | candiddevmike wrote:
           | My point is AI to control a robot to pick strawberries is way
           | more of a leap than someone picking strawberries by remote
           | controlling a robot.
        
             | bart_spoon wrote:
             | I'm not sure it is. Yes, an AI solution isn't necessarily
             | an easy problem to solve, but once it is solved, it scales
             | extremely well. Having someone pick strawberries by robot
             | does not. For every robot, you need an individual at the
             | helm. How do you train them? How do deal with fluctuations
             | in the number of people interested in picking at any given
             | time? In a game like described above, part of the appeal is
             | people have 0 obligations. They can start when they'd like,
             | they can finish when they'd like, and there is no real
             | world prize/penalty based on how well/poorly they perform.
             | A person can hop on for 30 seconds or 5 hours, on a whim.
             | They can get distracted, completely screw up, or sit idly
             | while they do something else, and there are no real world
             | consequences. If you try to recreate that same lack of
             | obligation for a real world problem, you very likely could
             | be setting yourself up for hurdles you simply can't deal
             | with. If you begin to add consequences, you remove the
             | appeal of the games with no obligations, and people won't
             | participate.
             | 
             | AI is hard to get going, but I'm not sure it is any more
             | difficult than some of these other options, and once you
             | do, you will scale far better.
        
             | farleykr wrote:
             | Right, but why not just go out in the field and pick
             | strawberries instead of trying to involve AI and robots? To
             | me this is an area where Ian Malcom's point about
             | can/should applies.
        
               | candiddevmike wrote:
               | Because as this article shows, there is a large number of
               | folks who would consider doing this type of work remotely
               | but would not do it in person? Because it would enable
               | folks who are handicapped to do this kind of work?
               | Because it's simpler to do than perfecting an AI (hell
               | you could train an AI based on this work)?
        
               | farleykr wrote:
               | I am totally onboard with helping folks who are
               | handicapped and addressing other issues of disadvantage
               | or injustice. My point is that I don't think it would be
               | useful to try to make the act of strawberry picking
               | itself easier.
        
               | riversflow wrote:
               | Berry farming in Calfornia is rapidly disappearing
               | because our cost of living is so high it makes it more
               | economical to ship year round from Chile. Many other
               | crops will likely follow, at least according to a friend
               | in agricultural finance.
               | 
               | Medium term, as the global QoL increases the cost of
               | labor for intensive crops are going make our diets very
               | bland without further mechanization.
               | 
               | Fruit picking is monotonous and back breaking work that
               | pays absolutely miserably. That we have to import labor
               | to do it, and even imported labor complains and strikes
               | about pay says a lot.
        
               | MrPatan wrote:
               | Have you ever picked strawberries for a whole day? I
               | haven't, but I don't hear good things about it.
        
               | petercooper wrote:
               | That's currently a huge problem in the UK:
               | https://www.bbc.co.uk/news/uk-england-suffolk-61568286 ..
               | enough so that farmers are importing fruit from overseas
               | to resell rather than grow and pick their own.
        
               | Karsteski wrote:
               | You're free to leave your job and go pick strawberries in
               | 30 degree heat for a summer. You'd quickly see why no one
               | wants to do such jobs. You speak like someone who has
               | never worked in a factory or out in the fields. It's not
               | glamorous, and there's a reason why these jobs are not
               | desirable.
        
               | farleykr wrote:
               | I worked manual labor jobs of varying types for the first
               | ten years I was a part of the work force and I
               | experienced many types of suffering during such work,
               | including being driven so hard I passed out and almost
               | losing my foot to a stump grinder. I couldn't get my boot
               | off because my foot was so swollen. Farming is inherently
               | dignified and noble. The problem with picking
               | strawberries is the corruption that would drive the
               | strawberry pickers to pick as much as possible at any
               | cost.
        
               | ImprobableTruth wrote:
               | ... because one is backbreaking labor while the other is
               | something that people might even be willing to do
               | recreationally (look at farming simulator)?
        
               | ALittleLight wrote:
               | Have you ever picked strawberries professionally? My
               | understanding is that it's physically demanding and
               | exhausting. Why not have automated fields providing
               | cheaper produce?
        
         | wccrawford wrote:
         | While I'm sure there's some truth to that, a lot of the
         | "mundane chore" games are fun because they remove the un-fun
         | parts, like having a boss, being required to do things on a
         | schedule, and not being allow to screw things up.
         | 
         | Even just having the threat of being fired over your head is
         | enough to make those chores not be fun, even without all the
         | other stresses.
        
           | NateEag wrote:
           | Yep, this tracks.
           | 
           | My wife and I have been playing co-op Stardew Valley lately,
           | and while it's a "farming sim", most of the ugly parts of
           | farming are conveniently left out:
           | 
           | * cleaning up animal poop * spreading animal poop on fields *
           | slaughtering animals / pest control * working with deadly
           | tools like power take-offs * competing with giant factory
           | farms [though we just finished the first in-game year, so
           | maybe Joja Corp will start having that effect in future
           | years]
           | 
           | Almost the essence of game design is "oversimplifying life in
           | a way that makes it fun while leaving the player with
           | meaningful connections to their reality".
        
             | Otternonsenz wrote:
             | I can tell you from the farm my wife and I operate
             | (currently in our 7th in game year), you will eventually
             | become the giant factory farm to get to the end game.
             | 
             | But that's why I love Stardew Valley in a different way
             | than my wife. It hits the comfy aspect for her, a light
             | dating sim, plus the combat is light enough that she's
             | gotten good at it there than she does in other games. For
             | me, I get to optimize farm layout and selling strategies
             | (like me realizing after all this time in-game that Slime
             | Eggs are a high dollar item and totally should have gotten
             | a slime hutch much sooner)
        
       | elif wrote:
       | What really happened is that "competitive online gameplay" now
       | requires you to do outside research to determine the game meta,
       | usually some kind of grind to achieve said meta, and only at that
       | point can you begin to use your brain to optimize your individual
       | performance. And you have to do all that fast enough to keep up
       | with the current season before the meta changes.
       | 
       | This is different from the games we played growing up, where from
       | the beginning you could use your brain to optimize, improve, and
       | do the brain things that give satisfaction.
       | 
       | "Mundane chores" that gamers do are now mostly part of the "meta
       | grind" but also niche mundane tasks like, say, trading a certain
       | resource, doing a dungeon for the 200th time but faster, etc are
       | in the few remaining places where you can derive this kind of
       | satisfaction.
       | 
       | Developers have become so hyper focused on ensuring the "meta"
       | play is balanced (and requires you to grind in their game), that
       | they patch out these chores as "quality of life" improvements.
        
         | Nimitz14 wrote:
         | Games nowadays are less competitive than they used to be, see
         | the simplification of controls in RTS and simplification of
         | shooter mechanics (i.e. no quake) etcetc
        
           | dehrmann wrote:
           | > simplification of shooter mechanics (i.e. no quake)
           | 
           | Does it get any simpler than UT with instagib?
        
           | Red_Leaves_Flyy wrote:
           | Have to seen professional csgo matches? Players spend
           | thousands of hours mastering smoke and flash throws and
           | recoil patterns and bhopping, and flick shots. The skill
           | ceiling for competitive team csgo is absolutely insane. Dota
           | and lol and eve and farming simulator are right up there too.
        
             | fuckcensorship wrote:
             | Now go watch Valorant.
        
           | jordan_curve wrote:
           | You are correct to point out that games have gotten simpler
           | in a certain sense, but I wouldn't conflate that with being
           | less competitive.
           | 
           | Simple games can be very competitive because the best players
           | can become much better at them. Chess and Go are good
           | examples.
        
         | arduinomancer wrote:
         | What does this have to do with chore simulator games?
         | 
         | Did you read the article?
        
         | mrcheesebreeze wrote:
         | pov: you play hearts of iron 4
        
         | mattgreenrocks wrote:
         | That seems orthogonal to the article itself. The draw of these
         | games is in part, their familiarity and perhaps lack of
         | competition with other people.
        
         | cooperadymas wrote:
         | The overlap of people who engage in "competitive online
         | gameplay" and those who play "PowerWash Simulator" is probably
         | not that large. And it's even less likely that the latter is in
         | any way replacing the former.
         | 
         | I'd surmise that the people engaging in mundane chore games are
         | those that want mindless entertainment.
        
           | elif wrote:
           | I disagree. I certainly play both types of game. Sure, you
           | don't /need/ to have the most efficient pattern in power wash
           | simulator. They hardly punish you even in use of your time,
           | but when you hit that perfectly aligned parallel line with no
           | streaks, it sure feels good. And that is the core of the
           | gameplay satisfaction..
           | 
           | "Playerskill mattering" has become largely inaccessible in
           | competitive studio games, so these indie games are able to
           | scratch that itch by letting you jump in and immediately see
           | the reward of improving your hand eye coordination, path
           | planning, etc.
        
           | [deleted]
        
         | [deleted]
        
       | blueflow wrote:
       | Have you ever played Animal Crossing? Its basically occupational
       | therapy keeping you busy with maintaining your island-garden. And
       | its hugely popular.
        
         | skciva wrote:
         | Have you ever lived in modern society? Its basically
         | occupational therapy keeping you busy with maintaining your
         | <insert local environment>. And its hugely popular.
        
           | blueflow wrote:
           | I understand what you are talking about, but i just dont have
           | that perspective. I just came back from replacing the mudgard
           | and drivers door on a Citroen. Its going back to service in
           | these minutes.
        
         | xnacly wrote:
         | I tried it before but it just seems incredibly boring to me
        
       | mensetmanusman wrote:
       | Once I realized that real life chores are an excellent way to
       | exercise and feel productive, I love doing chores.
       | 
       | Mopping a floor by standing on a rag is great for the core.
        
         | pixxel wrote:
         | True! I mow my lawn with a push mower for the exercise.
         | Neighbours think I'm nuts. I have toyed with getting a scythe
         | but I have pets and the unthinkable could happen.
        
           | bombcar wrote:
           | It'd be pretty hard to hit a pet with a scythe used
           | correctly, as you have full control of the blade at all times
           | and it's pretty easy to stop/divert if necessary. I'd rank it
           | about as dangerous as a push mower, which could catch a tail
           | I guess.
           | 
           | My dad got one years ago from https://scythesupply.com and it
           | works great, especially with the longer/taller weeds. Looks
           | like they only have left-handed ones in stock "right" now.
        
           | elevaet wrote:
           | I used to use a scythe. It got a lot of thumbs up and such
           | from passers-by. It's a pretty fun way to cut the grass; if
           | you sharpen the blade nicely it's surprisingly effective. I
           | used to use it in combo with a push mower, they're good on
           | that super long grass that your push mower can't get through.
           | 
           | Nowadays I've succumbed to laziness and convention and use an
           | electric trimmer and mower, but the scythe still comes out
           | once in a while for kicks.
        
             | rendang wrote:
             | Sounds like a great activity for pondering the meaning of
             | life, like Levin in Anna Karenina
        
           | lazyjones wrote:
           | Push mowers are actually best for the grass because of the
           | scissor-like action, especially if you cut it low. I use them
           | in combination with a scythe to cut long grass (I let it grow
           | in the colder months).
        
       | ErikAugust wrote:
       | Does the forklift driving in Shenmue qualify as one of the first
       | "mundane chores" in video gaming?
        
         | jeffbee wrote:
         | Surely "Desert Bus" set the precedent for driving a commercial
         | vehicle in video games.
        
       | rubyist5eva wrote:
       | I think Euro Truck Simulator was the first game of this sort that
       | I can think of that really had some kind of broad-ish appeal to
       | it. Not necessarily "mundane chore" but more like "job is a game"
       | game.
       | 
       | My father in law is a trucker and the _only_ video game he plays
       | is the Euro /American Truck Simulator games. Which I find
       | interesting because I don't think I would ever be interested in a
       | game where you write computer software as the main goal.
        
         | _old_dude_ wrote:
         | I will show my age, but did you try core war [1, 2] ?
         | 
         | [1] https://en.wikipedia.org/wiki/Core_War [2]
         | https://www.corewar.io/
        
         | capitol_ wrote:
         | Maybe you like factorio? That is surprisingly similar to
         | software dev IMHO.
        
           | satsuma wrote:
           | i'd argue factorio is closer to electrical engineering than
           | software dev, but it definitely scratches the same itch of a
           | well-engineered solution to a novel problem.
        
           | rubyist5eva wrote:
           | I had to stop playing Factorio because I felt it was too much
           | like work. The "obsessive refacoring and optimization"
           | aspects of the game are like crack cocaine to me.
        
         | WJW wrote:
         | There are several games like this in the "Zachtronics" genre,
         | like Shenzen I/O or Exapunks. They revolve around programming
         | puzzles, often with very low level languages or with other
         | constraints. They can be a lot of fun, especially because there
         | is often a real sense of progress. The story evolves after each
         | puzzle you solve, instead of just "there is another ticket
         | waiting for you in JIRA" style tedium that a programming job
         | can be like.
        
           | rubyist5eva wrote:
           | Even Factorio was too much like programming to me and I had
           | to stop playing because it became too much like work. I can't
           | imagine a game where I actually have to write anything closer
           | to software than that.
        
             | Cthulhu_ wrote:
             | I know of a lot of software developers who LOVE Factorio,
             | because it ticks the boxes that their day job doesn't while
             | using the same problem solving whatsits.
        
               | rubyist5eva wrote:
               | I guess I'm lucky that I personally feel like I have a
               | job that ticks the boxes, so I can focus on "non-boxes"
               | outside of my day job :)
        
         | gigaflop wrote:
         | TIS-100 may still be of interest to you. It involves a highly-
         | constrained development environment, with very clear goals, on
         | a very unfamiliar style of system.
         | 
         | It's more of a puzzle game with programming elements, than a
         | programming game. Understanding how code works simply makes it
         | easier.
        
       | ajsnigrutin wrote:
       | I miss cheats in modern(ish) videogames. Luckily, you can get
       | some with emulation of older (cheatless, or hard-to-cheat-at)
       | games.
       | 
       | Eg. pokemon (gb/gbc/gba) with cheats is still a great game.. you
       | can explore everything, infinite hp/pp, catch-all pokeballs, go
       | everywhere, see everything, catch everything you need/want, fast
       | power-ups and evolutions, without the constant grind of powering
       | up your pokemon and running back to pokemon centers.
       | 
       | Same with games like GTA (although, there is not a lot of
       | grinding here)... you can still play through the whole story, do
       | all the missions even when invincible, have a lot of fun, but
       | without the "getting kiled" parts and restarting the same mission
       | sequence 50 times.
       | 
       | Somehow in modern times, cheating (to avoid the grind) has turned
       | from inputing some random combination of commands to paying
       | actual money for premium crystals or whatever, that give you a
       | competitive edge against AI (and real-life) enemies, or in some
       | game (clash of clans, etc.) to just make the obsurdly long wait
       | times shorter. I get the monetization aspect, and developers
       | getting paid aspect, but eg. Age of empires developers got paid
       | too, and i can still type "coinage" in the chat window to get
       | 1000 gold without paying extra money.
        
         | oneoff786 wrote:
         | I disagree with pretty much everything here. Cheating in single
         | player games is super lame. It's fun to be a god for a brief
         | period but quickly it just makes the game really boring.
         | Pokemon with infinite hp sounds awful and will massively
         | compound any sense of a grind because now all fighting is
         | pointless. Some games may be grindy but cheating for instant
         | gratification is likely worse.
         | 
         | I would also argue most games are not really that grindy. It's
         | actually... rare to see in any single player game. If anything
         | most games put you at risk of becoming too powerful too fast.
         | If there's a grind it is usually for the last 1% of content.
         | And very few games actually try to sell you power ups for
         | single player content. That's really not a common thing as some
         | people claim.
         | 
         | Multiplayer games are a different beast, but you definitely
         | don't want cheaters there either. Not wanting long progression
         | curves for multiplayer games is a reasonable ask. Allowing
         | cheaters is not.
        
           | pavel_lishin wrote:
           | > _Cheating in single player games is super lame. It's fun to
           | be a god for a brief period but quickly it just makes the
           | game really boring._
           | 
           | Probably depends on the person and the game. If they're
           | enjoying the game as an interactive storytelling medium,
           | playing through it on god-mode is probably not significantly
           | worse than struggling to win; it's no worse than a movie.
        
             | oneoff786 wrote:
             | I doubt it. There's still a big difference between very low
             | difficulties and god mode. God mode in the typical sense
             | exposes the cracks in the game and breaks the immersion.
             | 
             | And if you enjoy dicking around and abusing cheats that's
             | fine but it's about on par with smothering fine dining with
             | hot sauce. Or reading the summary of a novel rather than
             | the book.
        
               | simion314 wrote:
               | Or I played this game already 3 times and I don't care
               | about the lockpicking mini-game since I already done it
               | 100 times, or I already crawled on some stupid long cave
               | levels where the developers just spammed spiders, I want
               | to enjoy certain parts and not waste my limited time on
               | the stuff I don't enjoy.
               | 
               | Unfortunately few games have good modding tools, but the
               | few games that have you will notice players using mods to
               | "cheat" away parts that they no longer enjoy , like
               | skipping some terrible level in Dragon Age Origins on
               | repeat play-troughs. Other time saving mods are things
               | like increase inventory capacity (it is not immersive
               | anyway you can put in your pockets 50 swords anyway so
               | why not double it and save your precious little time and
               | not travel to a merchant).
        
             | rez9x wrote:
             | I prefer a little challenge, but it's clear there's a
             | demographic for this with the 'journalist mode' in many new
             | games.
        
           | gs17 wrote:
           | > Pokemon with infinite hp sounds awful and will massively
           | compound any sense of a grind because now all fighting is
           | pointless. Some games may be grindy but cheating for instant
           | gratification is likely worse.
           | 
           | Yeah, cheating in Pokemon is what finally killed my love for
           | the games as a kid. A friend wanted to show me his cool
           | Action Replay, turned on every cheat and left my game saved
           | in a state where it would be a lot of work to get back to
           | "normal". Somehow it revealed all the grindy bits that I had
           | been okay with up until that point.
           | 
           | But it definitely does depend on the person. My friend was
           | still having fun with his Pokemon games after. Another friend
           | in high school seemed to get more fun out of typing the level
           | skip code on Starcraft than beating the levels the intended
           | way.
        
             | Sakos wrote:
             | Weird. I'm disillusioned with games that have grind as a
             | major pillar. So my most memorable games have been games
             | like Soma or Outer Wilds. Can't say I like games as a whole
             | any less, I just avoid a number of genres.
        
               | oneoff786 wrote:
               | Like what games? Outside of mobile games I find this
               | pretty rare.
        
           | spookthesunset wrote:
           | City builders like city skylines or sim city are much more
           | fun with infinite money, at least for me. I could care less
           | about the financial part, I just like building!
        
             | oneoff786 wrote:
             | Sure, I buy that. But presumably you're just interested in
             | building cities, not completing challenges or a story mode
             | or whatever. I've never played that specific title.
        
             | bombcar wrote:
             | Especially since the "money" side of those games is always
             | so very weak, you just need to learn a few steps and you'll
             | effectively have infinite money anyway.
        
               | Arrath wrote:
               | Yeah. Either I cheat myself infinite money or I set up a
               | basic, in the black city, turn the speed as high as it'll
               | go and go eat dinner. Functionally the same result, so
               | why waste the time?
        
               | bombcar wrote:
               | Sometimes I kind of wish the city simulator games had
               | buildings and roads be free - the _only_ money issue you
               | had to worry about was balancing monthly maintenance
               | expenses with taxes, as the cost to  "build" isn't really
               | a problem at all.
        
           | datalopers wrote:
           | > Cheating in single player games is super lame
           | 
           | Who cares? It's a single player game and doesn't affect other
           | players whatsoever. People can enjoy it how they want.
        
             | oneoff786 wrote:
             | Sure. People can also just waste their lives away on shitty
             | drugs. It's their lives and aside from some edge cases I'm
             | willing to ignore it doesn't affect other people.
             | 
             | But maybe it's not unreasonable to have an opinion that
             | it's a super lame choice. Maybe seems foolish. Or likely to
             | lead to lesser appreciation of the art/life.
        
               | nullstyle wrote:
        
           | pr0zac wrote:
           | As I've gotten older and busier I've started using cheats and
           | walkthroughs and methods to skip parts of games I don't enjoy
           | much more often. I'm an adult with real difficulties and
           | responsibilities and stressors. I spend 60+ hours a week
           | running a startup. I have other hobbies like rock climbing
           | and Magic to struggle against and push myself to get better
           | at.
           | 
           | I understand that the challenge can be a lot of fun, I
           | finished both Hades and Doom Eternal on their hardest
           | difficulty and really loved my time with both but sometimes a
           | challenge isn't what I want out of a game and I just want to
           | enjoy the story or explore the world or blow off steam.
           | 
           | Video games for me are usually a relaxing past-time I enjoy
           | in the small amount of free-time I have available and I'm
           | often not willing to get frustrated slogging through slow
           | sections or trying to overcome difficult ones. So you bet
           | your ass I'm playing Elden Ring with an easy-mode mod, save-
           | scummed constantly in X-Com, used infinite money cheats in
           | City Skylines, and fast travel anywhere in Witcher 3.
           | 
           | If you prefer playing games differently from me and want a
           | challenge when I don't that's totally fine, I hope you're
           | having a great time cause the way each of us play doesn't
           | affect or take away from the other person experience or goal
           | in any way.
           | 
           | People are allowed to enjoy different things or even the same
           | things in different ways and its super lame to call them
           | super lame for something so inconsequential as how they play
           | video games.
        
             | oneoff786 wrote:
             | > So you bet your ass I'm playing Elden Ring with an easy-
             | mode mod, save-scummed constantly in X-Com, used infinite
             | money cheats in City Skylines, and fast travel anywhere in
             | Witcher 3.
             | 
             | These all seem pretty reasonable to me. The first one is a
             | desired difficulty level. The second one... well that one's
             | kind of on you depending on how granular it was. The third
             | one is a desired game mode. The fourth one is just quality
             | of life.
             | 
             | Elden ring was poorly balanced imo. I would imagine if
             | you're less skilled an easy mode would still give you the
             | full game. But I stand pretty firm that an infinite health
             | mode would utterly ruin it.
             | 
             | Save scumming because something went poorly vs repeatedly
             | save scumming a high risk move until the dice fall
             | favorably seems a little lame to me.
        
           | dragonwriter wrote:
           | > Cheating in single player games is super lame. It's fun to
           | be a god for a brief period but quickly it just makes the
           | game really boring.
           | 
           | In many single player games, cheats are isomorphic to
           | configurable difficulty options and allow you to tune the
           | game to the challenges of interest.
        
             | oneoff786 wrote:
             | Sort of. The lowest difficulty may be stupidly easy, not
             | even requiring comprehension of the game mechanics. But
             | it's rarely so blatant that it would be described as a god
             | mode.
        
               | dragonwriter wrote:
               | Not all cheats are "god mode" and there are games that
               | use various cheats the same way other games use
               | multidimensional difficulty settings, as the means to
               | disable or enable particular subsystems or dimensions of
               | challenge (or bypass them, e.g., by providing infinite
               | resources of one kind so that the system addressing that
               | resource can be ignored.)
        
           | aloisdg wrote:
           | > it just makes the game really boring.
           | 
           | Oh boy no. Maybe for you. Maybe for some. With a bit of
           | empathy should be able to imagine that not everyone think
           | like you do. What if someone wants to play pokemon for the
           | exploration, lore and care taking of pokemon. For that
           | person, fighting and leveling is a chore. Maybe someone does
           | not have the actual time for the grind before each arena.
           | 
           | > Pokemon with infinite hp sounds awful and will massively
           | compound any sense of a grind because now all fighting is
           | pointless
           | 
           | What if the grind was not a goal or what if we actually
           | doesnt want to fight at all. Pacific run exists. Let's me
           | skip dat boss if I want to.
        
             | oneoff786 wrote:
             | If you want to play Pokemon and not do the Pokemon battles
             | then you're on a weird edge case where it's debatable
             | whether you're actually playing the game at all. If that's
             | what you want, sure, go ahead.
             | 
             | That's actually still very different. Removing fighting
             | from the game vs doing it but with infinite health. The
             | former is at least self consistent I guess.
        
               | pr0zac wrote:
               | They enjoy or get satisfaction from one part of the game
               | without enjoying or getting satisfaction from another
               | part. Being happy there are methods to skip or minimize
               | the part they don't like is pretty reasonable. There's no
               | reason in a recreational hobby to struggle through
               | something you don't enjoy in order to do something you
               | do.
               | 
               | Personally I think the battles are the best part of
               | Pokemon but if folks like the story, the
               | exploration/discovery/search, or the collecting parts of
               | Pokemon but don't like the battles it doesn't hurt me if
               | they do something to minimize them and they aren't lesser
               | for doing so.
        
               | oneoff786 wrote:
               | Doesn't hurt me if someone decides to shoot themself in
               | the knee but I still have pretty strong opinions against
               | it.
               | 
               | Judging people by their choices is pretty much
               | instinctual human behavior.
        
             | danielvaughn wrote:
             | Agreed. I spent dozens of hours playing GTA5 and literally
             | never made any progress in the story. I had too much fun
             | driving around like a crazy person, constantly using the
             | cheat code to avoid dying.
        
           | Arrath wrote:
           | It's a good thing its a signle player game and someone
           | cheating in their playthrough has absolutely no impact on
           | your own enjoyment of the same game!
           | 
           | I agree re: cheaters in multiplayer games, though. Except for
           | the rare cases of "everyone gets to!" ala CoD:MW2 lobbies
           | where the cheater/host set the game to where everyone could
           | fly and shoot massively explosive rounds. That's good fun,
           | for a few rounds.
        
         | butz wrote:
         | Cheats graduated into "assist features" (invincibility, reduced
         | damage, etc.), which you can toggle in game options. Some
         | recent games, like Psychonauts 2 and Control have them and does
         | not penalize players for using them.
        
         | [deleted]
        
         | ketzo wrote:
         | Well, the modern version of this is very granular difficulty
         | sliders.
         | 
         | In the name of accessibility, a lot of recent games allow you
         | to customize the _hell_ out of your gameplay experience --
         | things like "how hard do enemies hit?", "how easily can I find
         | ammo?", even "how hard is it to make jumps?", and so on.
         | 
         | Hades has a setting called God Mode, where every time you die,
         | you just get straight up 1% stronger, stacking infinitely.
         | 
         | Cheats in single player games aren't dead - they've evolved!
        
         | the_only_law wrote:
         | What really disappoints me is I'm seeing a lot of YouTubers and
         | streamers advertise really hard challenge they do in games ,
         | and even often sometimes advertise them as 100% legit.
         | 
         | Those interest, as some of these challenges are extremely
         | difficult, and I'm curious to learn what stragties they used.
         | Then usually I get mid way through the, the explains the issues
         | that make the challenge hard, before immediately dumping a
         | console command to instantly bypass them.
        
         | nvrspyx wrote:
         | I like WeMod[0], which is a unified GUI for trainers. It
         | supports a lot of games, handles a lot of the heavy lifting
         | (e.g. starting the game in offline-only mode for multiplayer
         | games), shows any extra steps that you might have to take for a
         | specific game, and the developers are very quick at putting out
         | trainers for new games and updating trainers for older games
         | when needed. You can even see the queue of the games that
         | they're working on supporting/updating.
         | 
         | I also like the Xbox Gamebar widget for those games that are
         | hard to alt-tab out of.
         | 
         | 0: https://www.wemod.com/
        
           | aloisdg wrote:
           | Not open source though
        
             | dvngnt_ wrote:
             | you can also use a memory editor
        
             | Karunamon wrote:
             | Neither are most games. If you are opposed to non-free
             | software on moral grounds, then the utility of a tool like
             | this is pretty limited for you.
        
         | throwaway894345 wrote:
         | Anyone remember the infinite masterball cheat (red and blue)
         | that required surfing up and down the eastern side of Cinnabar
         | Island and fighting the MissingNo. pokemon? Good times. Also, I
         | would 100% buy a Nintendo Switch if they released a remastered
         | version of red/blue/yellow (no additional pokemon ffs)
         | especially with online multiplayer.
        
           | OmahaBoy69 wrote:
           | Fire Red/Leaf Green using RetroArch + NetPlay?
           | 
           | Alternatively, check out PokeMMO. It's basically a
           | multiplayer Pokemon game built on the roms of the original
           | games (supports gen 1, and 3-5). There isn't a native Switch
           | build though so you'd need to dualboot Android or Linux if
           | you wanted to make that happen.
        
           | Arrath wrote:
           | I had foolishly used every rare candy I'd found before I
           | learned about the item dupe glitch. I then proceeded to run
           | around the entire world searching for hidden items hoping I'd
           | missed one. By the 3rd or 4th city I painstakingly searched
           | tile by tile, I found one!
           | 
           | Adult me wishes I still had that determination and
           | persistence, fuck.
        
           | rpearl wrote:
           | Let's Go Eevee/Pikachu is a remake of red/blue
        
             | throwaway894345 wrote:
             | Oh really? Is there a catch?
        
         | mattnewton wrote:
         | Play on PC! Plenty of excellent modding communities, or just
         | the ability to drop into a dev console for a bit on most games
         | there. My partner often does this to reduce parts of games she
         | does not find enjoyable.
        
         | [deleted]
        
         | bitofhope wrote:
         | I also occasionally enjoy cheating in video games, but it's
         | rarely about the game itself at that point anymore. I've
         | noticed it's not really about avoiding tedious or unpleasant
         | parts of the game for me. I just think it's funny to have
         | tutorial enemies yielding astronomical amounts of XP and gold
         | or to have random Great People born in my cities every single
         | turn. No kill like overkill.
         | 
         | It's also educational. Creating overpowered joke Civ4 mods and
         | reading disassemblies of NES games to adjust numbers in an
         | emulator's debugger make for fun semi-practical programming
         | puzzles. Honestly, I think I enjoy the process of cheating more
         | than the result.
         | 
         | Try it out sometime! Load up some old game in gdb and start
         | messing with the numbers. It can be fun.
        
       | draw_down wrote:
        
       | FunnyBadger wrote:
       | Some of the most popular YouTube channels are similar: people
       | doing "mundane chores" - some watch for ASMR but I think a lot of
       | it to connect to the real world - because online is not very
       | satisfying after you get used to it after the first dopamine
       | hits:
       | 
       | * Lawn care and mowing - my favorites - both are Christians and
       | do the charity of free lawn care for those having troubles
       | 
       | https://www.youtube.com/watch?v=eSI40gkivzw
       | 
       | https://www.youtube.com/watch?v=unQl_quNh-w
       | 
       | * Rug cleaning - my favorite - those boots! But wait until the
       | end of some of his videos - it's a surprise
       | 
       | https://www.youtube.com/watch?v=3m_m9WCXwpY
       | 
       | * Construction - my favorite - he shows rain or shine, sick or
       | not; with a wonderful down-home accent
       | 
       | https://www.youtube.com/watch?v=N1-svX2Oq6M
       | 
       | * Repair - my favorite - makes me appreciate his skill and
       | confirms I'll never want to do it myself. I'm not for sure but
       | reckon he's fixin' to repair that old boy.
       | 
       | https://www.youtube.com/watch?v=qZHws5d4rNU
       | 
       | * Art Restoration
       | 
       | https://www.youtube.com/watch?v=egsEKeCXf60
       | 
       | * Magnet Fishing
       | 
       | https://www.youtube.com/watch?v=XlOEcihXsU0
       | 
       | https://www.youtube.com/watch?v=s_LjAL84CYE
       | 
       | https://www.youtube.com/watch?v=1O55nCaG2QM
       | 
       | A common theme - they are NOT really knowledge economy jobs/work.
       | Not everyone can become programmers. And online is far lower
       | "information/novelty" than the real world. Another theme - these
       | people are happy doing what they are doing - you can tell.
       | Finally most of them how "fly-over accents" which is what most
       | people experience everyday so it's more relatable to most people.
        
         | wolverine876 wrote:
         | Very interesting! Though the last paragraph seems to fall into
         | certain perspective. For example ...
         | 
         | > Not everyone can become programmers.
         | 
         | And not everyone can do construction. In fact, there's a
         | reputation programmers have of not being the handiest ...
         | 
         | > Finally most of them how "fly-over accents" which is what
         | most people experience everyday so it's more relatable to most
         | people.
         | 
         | Most people live on the coasts. CA is a much more common accent
         | than Idaho. Also, IIRC and IME, regional accents are
         | disappearing.
        
         | schubart wrote:
         | You might enjoy unclogging:
         | 
         | https://youtube.com/watch?v=1-zEvy3BaUw
        
       | PaulHoule wrote:
       | https://en.wikipedia.org/wiki/Super_Mario_Sunshine
        
       | imwillofficial wrote:
        
         | batch12 wrote:
         | Thanks for letting us know. Want me to hold your spot for
         | later, or are you done with this one?
        
           | imwillofficial wrote:
           | Please do hold my spot, I'll be back by sometime next week.
        
       | rco8786 wrote:
       | I won't speculate why but I will posit that this is not a new
       | phenomenon for the casual gamer. Consider The Sims, originally
       | released 22 years ago and enthralled a huge audience of people
       | who had no other interest in games. Where the purpose of the game
       | was to literally play house and go to work. Now that everyone has
       | a gaming "console" in their pocket perhaps it's not surprising
       | that these more monotonous time killers have caught on with the
       | broader audience.
        
         | erellsworth wrote:
         | I remember playing The Sims when it first came out. It felt
         | like someone had just distilled the drudgery and futility of
         | modern life into a digital form. I never understood the appeal.
        
         | dragontamer wrote:
         | I played "The Sims" a lot when it came out. And so did a lot of
         | other people I knew.
         | 
         | Things I did in the Sims:
         | 
         | * Box in one sim into a room to see how long they can survive
         | by themselves.
         | 
         | * Set various sims on fire.
         | 
         | * Try to get sims to drown in the pool.
         | 
         | * Holding house parties WHILE people are drowning, to see their
         | social scores drop at the horror of dead bodies.
         | 
         | * Try to "summon the clown".
         | 
         | * Try to kill the clown by burning its picture / effigy on top
         | of the fireplace.
         | 
         | Etc. etc.
         | 
         | ----------
         | 
         | "The Sims" isn't about "housework". It was about "pretend
         | house", the same toy-houses / Poly-pocket / action figures that
         | we kids grew up with except in video game form.
         | 
         | Just as I imagined fights and killing and battles with action
         | figures as a (younger) child, the Sims offered me a "virtual"
         | version of that, where I can play around and toy with the sims.
         | 
         | I wasn't completely a "Sim Sociopath" (I often made "new saves"
         | when I was in a sociopathic mood). I also tried to reach the
         | top of the job ladders (level 10 jobs and whatnot) and tried to
         | make lots of money sometimes. But not always.
         | 
         | Sometimes, you just want to watch the world burn, and "The
         | Sims" 100% allowed you to mess up the dollhouse's life
         | entirely.
         | 
         | -------
         | 
         | I never got into Grand Theft Auto, but based off of what I've
         | seen in that game... it sounds more like a sandbox game than a
         | 3rd person adventure game. (Where simulated people act "kinda
         | sorta" like a human with social effects, so you can mess around
         | with the world with your own sick, twisted imagination. Or jump
         | off a building with a motorcycle to see if you can reach the
         | other building with enough speed (etc. etc.))
        
           | dixego wrote:
           | And of course, don't forget "The Painting Goblin", in which
           | you make an inescapeable, fully equipped basement home and
           | lock one of your sims in there. Then you force them to get
           | _extremely_ good at painting, such that one of their
           | paintings can sell for thousands and comfortably support the
           | rest of your sims family, who never have to work a day in
           | their lives.
        
             | rco8786 wrote:
             | Never heard of this strategy, but devious and brilliant in
             | a psychotic kind of way
        
             | anoncow419 wrote:
             | I also partook in this, except with lots of "goblins". I
             | forced them to live in a house locked away from the outside
             | world with plenty of canvasses in the house, and plenty of
             | things to do that weren't painting (indoor pool).
             | 
             | The specialty rule is that there weren't enough beds, so I
             | tried to get them all into relationships so they would
             | share beds with minimal interaction. If they didn't, then
             | some would pass out on the floor.
             | 
             | They all lived a life of luxury with how much money they
             | printed.
        
           | criley2 wrote:
           | I don't think the average sims users played the game to burn
           | houses down. It's among the most popular game in history not
           | because people wanted to kill their sims, but because it was
           | the first game to appeal to traditionally feminine activities
           | like interior design, socializing and family-making. I get
           | that many of us may have drowned some sims or goofed off, but
           | that's not why the game is among the most popular game of all
           | time.
           | 
           | Look at the still active mod community, social network
           | communities or youtube communities. There are some goofballs
           | doing extremely antisocial things but the 99% of that
           | community are authentically playing the game and enjoying it
           | as an interior design / life simulator.
           | 
           | I fundamentally believe that game developers ignore female
           | and feminine interests in games to their massive detriment,
           | and games like the Sims demonstrate the massive size of the
           | feminine audience for non-violent and rewarding peaceful
           | games.
        
           | mrcheesebreeze wrote:
           | You just decribed the appeal of sandbox games in the most
           | morbid way lol.
           | 
           | You are right, games let us do things you couldn't and they
           | just give you more control.
           | 
           | Sandbox games specifically just let you do whatever you want,
           | from testing to see how long npcs can survive X scenario to
           | making the perfect environment in your eyes.
           | 
           | Thats why my most played game is garry's mod. One day I am
           | putting npcs into a mini world war and the other I am pitting
           | them against a death robot I build.
        
             | dragontamer wrote:
             | > Sandbox games specifically just let you do whatever you
             | want, from testing to see how long npcs can survive X
             | scenario to making the perfect environment in your eyes.
             | 
             | Its really no different from how most children act,
             | honestly.
             | 
             | https://www.youtube.com/watch?v=-N_RZJUAQY4
        
             | [deleted]
        
         | willmw101 wrote:
         | While there might be overlap, the sims offered players
         | status/career simulation, the option of mating and killing the
         | sims, and a whole host of other things that represented
         | departures from someone's actual life. I'd guess the appeal of
         | the sims was more down to simulated optionality of lifestyles
         | and relationships (+ obvious destructive fun through fires,
         | grim reaper etc) than it was about doing one mundane task.
        
           | jayd16 wrote:
           | Owning a house to power wash is a departure from actual
           | millennial life.
        
           | ClumsyPilot wrote:
           | I know someone who concocted very elaborate love
           | dodecahedrons, "and the child is not his, and he doesn't
           | know!"
        
       | jabroni_salad wrote:
       | I am not going to jump through the hoop to read the article, but
       | when it comes to youtube/twitch the biggest factor is not the
       | game choice but the personality that is playing it. A
       | powerwashing simulator stream is basically a longform improvised
       | podcast with some white noise and a livechat.
        
         | wolverine876 wrote:
         | It's the singer, not the song.
        
         | Cthulhu_ wrote:
         | A lot of youtube is the modern equivalent of laugh tracks; you
         | can watch something as-is, or you can watch someone with
         | someone else prompting how you should feel about it.
        
           | LegitShady wrote:
           | its not a laugh track, its a personality who presents it,
           | which is something totally different from a laugh track.
        
         | gonzo41 wrote:
         | I gotta agree, I've started watching people play cities
         | skylines because I like that game and it's just fun to see
         | people who are willing to spend A LOT more time than me playing
         | and modding taking the game to it's extremes. Another fun
         | channel is the fellow, Josh? from "let's game it out" on
         | youtube. He captures a type of play that I did when I was
         | younger and spent all my time coloring outside the lines so to
         | speak, in the game worlds.
        
           | Otternonsenz wrote:
           | I'm so thankful for you and the child post to yours that
           | brought up "Let's Game It Out"! As someone who enjoys
           | breaking games for fun and profit, it is delightful to watch
           | him do things the game never thought to correct for (Thinking
           | specifically about how he's helped Hydroneer fix in game
           | economy bugs, haha)
           | 
           | Another person who does similar gameplay, but more in depth
           | is a YouTuber called Ambiguous Amphibian. Imagine the depths
           | of where Josh is willing to go, and then add a layer of
           | someone talking about philosophy and tying it back into the
           | game they are playing. Would very much recommend if you are
           | into LGIO!
        
           | bombcar wrote:
           | The cities skylines channels are great because you get to see
           | someone knowledgeable about the game (and sometimes city
           | planning itself, like
           | https://www.youtube.com/c/CityPlannerPlays - I now know a bit
           | more about Skylines but an awful lot more about how a city is
           | built) build something. It can be very entertaining both in
           | the discussion available and also in the "hey he did what I
           | would have done" way - similar to watching Jeopardy, I guess.
        
           | Broken_Hippo wrote:
           | Seconding the recommendation for Josh at "lets game it out".
           | Oh, wow, the time spent on the builds to make the game do
           | things it was never designed to do - and funny commentary at
           | that. he old content is definitely worth watching as well.
           | 
           | Link to make things easier:
           | https://www.youtube.com/c/LetsGameItOut/featured
        
         | [deleted]
        
       | wolverine876 wrote:
       | It seems like any such task or hobby - a major benefit is a
       | feeling of mastery. To the degree that it is mastery, there are
       | healthier ways to meet this natural psychological need.
        
       | endymi0n wrote:
       | > Mundane chores are all the rage in gaming
       | 
       | Oh, are they? Spontaneous nostalgia ensues...
       | 
       | https://www.c64-wiki.com/wiki/Donald_Duck%27s_Playground (1984)
        
         | lupire wrote:
         | Minequackft!
        
       | NoGravitas wrote:
       | "But gaming companies have identified the best part of work --
       | creative achievement ... The concept recognizes that working
       | without the bother of deadlines or micromanagement can be a lot
       | of fun."
       | 
       | Imagine if we did that to actual jobs. But no, instead we
       | simulate satisfying work conditions for profit.
       | 
       | https://en.wikipedia.org/wiki/Marx%27s_theory_of_alienation
        
         | lupire wrote:
         | I mean, you can get a job cutting grass at your own pace for
         | $4/hr if you want.
        
       | annoyingnoob wrote:
       | My son leaves the iPad running 24/7 to do 'AFK grinding'. I
       | seriously don't get it.
        
       | Slartie wrote:
       | Did someone already develop a dishwasher loading/unloading
       | simulator game? Could be a smash hit!
        
         | Cthulhu_ wrote:
         | I know there's a VR cooking/kitchen one, maybe that one?
        
         | maxiepoo wrote:
         | Not sure about unloading the dishwasher but unpacking was
         | pretty fun: https://www.unpackinggame.com/
        
           | Navarr wrote:
           | Unpacking was fun not because of the mundane chore but b/c
           | the chore was telling a story through the environment of the
           | house and the items unpacked.
           | 
           | What a beautiful game
        
             | tialaramex wrote:
             | Right. When you move in to the boyfriend's place and
             | there's not really enough space for what you have, and so
             | your art stuff must be "tidied away" out of sight I was
             | like "Oh - oh no..." and then IIRC the next move is back to
             | your childhood bedroom. No need for words.
             | 
             | [Although if you do want some words, those words are "Fuck
             | Off Fund"]
        
           | teh_klev wrote:
           | I was watching the promo video thinking this was a very
           | wholesome game, until I saw the electric toaster sitting in
           | the bath :)
        
         | petercooper wrote:
         | _Could be a smash hit!_
         | 
         | I see what you did there.. :)
        
         | prawn wrote:
         | I would play a VR dish unloading game where I had to throw
         | breakable items into place from a distance and hope they
         | balanced or that breakage was minimised.
        
           | ridgered4 wrote:
           | There's a VR game series (?) called job simulator that has
           | you doing joke versions of common jobs, apparently for some
           | AI overlord's amusement. I haven't played it but my kids
           | watch a Let's Play kind of deal of it on youtube and it
           | actually looks fun and funny to just make a huge mess dumping
           | all the wrong fluids into a car or hurling hot dogs at a
           | customer.
        
         | yissp wrote:
         | Tetris?
        
           | Slartie wrote:
           | Tetris doesn't incorporate a physically-correct simulation of
           | water that needs to be sprayed in between dishes in order to
           | remove the gunk, so the strategy to win Tetris would not be
           | helpful to win a proper dishwasher simulator game, even
           | though there are of course some similarities.
        
         | Klaster_1 wrote:
         | The only ever video game idea I had was a VR hand dryer
         | simulator crossed with some Guitar Hero and RPG elements. You
         | can build it up with historical hand dryers and funky toilet
         | locations. It doesn't really matter around what activity the
         | core gameplay revolves if the end result is fun.
        
           | Slartie wrote:
           | I like this one too. You could add expansion packs that also
           | simulate different soap dispensers and water armatures, so
           | the story arc of how the hands got wet in the first place is
           | covered as well. And challenges to remove various types of
           | gunk from your (virtual) hands in the most efficient way
           | possible (less water, less soap used, fastest,...).
        
       | alephnan wrote:
       | There was a game 20 years ago called a Work Time Farm where you
       | work for literal Pennies in a sweatshop factor putting caps on
       | pens. If you don't have access to a PlayStation portable, you can
       | also go play Amazon Turk
       | 
       | https://en.m.wikipedia.org/wiki/Work_Time_Fun
        
       | MisterBastahrd wrote:
       | Pressure washing is not a mundane chore. There's something
       | cathartic about wiping away a decade's worth of grime in an
       | instant with a stream of water powerful enough to cut your arms
       | off.
        
       | Terry_Roll wrote:
       | Even easier if they are stoned out of their face!
        
       | 60654 wrote:
       | Gamedev here. It's nice that the article recognizes the recent
       | "mellow games" popularity. There's always been that current in
       | gaming - in the 2010s "walking simulators" were popular (but with
       | much more focus on story), in 2000s / late 1990s it was "game
       | toys" like The Sims, or online MUDS and Second Life and so on.
       | 
       | People always wanted virtual places to just chill, and not have
       | to be challenged all the time or have to struggle etc.
       | 
       | But also the article's focus on chores feels like a distraction.
       | It's not that chores as such are exciting, it's more that you're
       | messing around in a virtual world with often unexpected physics
       | (job sims), or otherwise simplifying the complexity of real life
       | (trucking sims etc). And lots of this popularity is also because,
       | with Unity and Unreal, it has become very easy to make these
       | kinds of physics-based 3D worlds with wacky physics, especially
       | for tiny teams on small budgets - so lots and lots of people are
       | making them.
        
         | indigochill wrote:
         | I personally feel there's a distinction between what's probably
         | usually meant by "mellow games" (my drug of choice is still
         | Euro Truck Simulator on that front) and MUDs, though. MUDs can
         | be mellow, sure, but at least the ones I played had a lot more
         | variety to them than the "X Simulator" genre which tend to have
         | a narrower scope (and maybe more detail within that scope).
         | 
         | I guess I'd compare my experience of MUDs most closely with the
         | Harvest Moon/Rune Factory genre in that you can fight monsters
         | and level up or socialize with other characters (in this case,
         | real people!) or take part in various in-character
         | activities/festivals/etc. Much like some modern MMOs like WoW
         | or Final Fantasy in some respects except I find the creativity
         | lies more with the players even in the modern MUD scene.
        
           | grimgrin wrote:
           | I always like to link this when MUDs are mentioned
           | 
           | http://mudstats.com/Browse
        
             | munk-a wrote:
             | I'd really suggest going by one of the vote based rankers -
             | since they tend to reflect more active communities much
             | better. So...
             | http://www.topmudsites.com/forums/mudlist.html
        
         | joshlemer wrote:
         | What do you mean by walking simulator, you mean RPGs like
         | Skyrim, Fallout, etc?
        
           | dagw wrote:
           | "Walking simulators" is term for games the focus is on
           | exploration and storytelling rather than combat and more
           | traditionally skill based gameplay mechanics. Most of the
           | game loop involves walking from place to place, enjoying the
           | scenery and discover the next part of the story. As a rule
           | you're not really tested in the game and as such you cannot
           | really fail the game, although the choices you make can lead
           | to 'better' and 'worse' endings.
        
           | account42 wrote:
           | No, Walking Simulator generally refers to games that eschew
           | almost all gameplay besides walking around and looking at
           | things. Like with any genre, there is no hard line of what is
           | or isn't a walking simulator but think games like Dear Esther
           | [0], Firewatch [1] or Proteus [2]. While RPGs typically do
           | have a focus on story, there is also a heavy character
           | building and/or progression component as well as almost
           | always some form of combat.
           | 
           | [0] https://store.steampowered.com/app/203810/Dear_Esther/
           | [1] https://store.steampowered.com/app/383870/Firewatch/ [2]
           | https://store.steampowered.com/app/219680/Proteus/
        
             | lapetitejort wrote:
             | I've noticed that while initially derided as not being
             | "real games", AAA games have started to co-opt the design
             | into even the most action-heavy games. Uncharted, God of
             | War, and Returnal have long sections of just walking and
             | character building.
        
               | astrange wrote:
               | Since Uncharted is an attempt to make a game series by
               | putting AAA game stuff in the skeleton of an Indiana
               | Jones movie, it suffers what they call "ludonarrative
               | dissonance" by not just being a walking simulator game.
               | 
               | Indiana Jones might kill one guy per movie; Nathan Drake
               | has shot thousands. He's one of the most prolific mass
               | killers in human history. And yet the cinematic parts of
               | the game don't seem to notice.
        
               | benibela wrote:
               | Perhaps Tomb Raider 1 is a walking simulator? You do not
               | kill many humans
        
               | AshamedCaptain wrote:
               | > Indiana Jones might kill one guy per movie; Nathan
               | Drake has shot thousands. He's one of the most prolific
               | mass killers in human history.
               | 
               | Having no idea about either of these games, I guess this
               | is because, again, they combine a story-heavy narrative
               | with a plain old shooter. I sometimes wish that these
               | games which have interesting setting and/or narratives
               | would actually try to innovate on the gaming part and
               | avoid the "just kill them all" genre.
               | 
               | There should be something more between a "walking
               | simulator" and a "kill them all" that allows you to enjoy
               | the setting while still having some type of actual game
               | inside.
        
               | ssully wrote:
               | That is kind of what survival games or "minecraft-likes"
               | are. A lot of those games have little to no combat. Most
               | of the game being enjoying the setting while engaging in
               | the light game systems. No Man's Sky is probably the best
               | example I can think of; while there is combat it is
               | almost entirely optional or avoidable.
        
               | corrral wrote:
               | Depending on the walking simulator, they've got more in
               | common with some kind of immersive art installation than
               | a "game". I get why people want to draw the distinction.
               | 
               | > Uncharted
               | 
               | Funnily enough, my favorite parts of Uncharted 4 were the
               | parts where it became a walking simulator. I was
               | surprised both that the game contained so much of that,
               | and that I liked it better than the rest of the game.
        
               | jerf wrote:
               | Games constantly have this tension of 1. wanting to
               | include story 2. but a truly interactive story is really
               | freaking hard (no sarcasm), so 3. the story isn't
               | interactive, which means that 4. the solved problem of
               | telling non-interactive stories is cinema, so games use
               | cinematic techniques.
               | 
               | The problem is that this strange attractor for games is
               | constantly pulling the game into just being a movie,
               | because the need to control things for the cinematic
               | portion spreads. If I need you to be wearing a shirt with
               | pockets for this cutscene, you can't shop for arbitrary
               | clothes, or they just don't show up in a cutscene. If
               | this character needs to be alive for a cutscene five
               | hours in, you can't kill them now. If you can't kill them
               | now, you must be denied the interactivity to do so. It is
               | very difficult to confine this need for control in a
               | story-heavy game because it naturally tends to spread out
               | until everything is completely controlled for the benefit
               | of the cinema and it is just a fancy movie.
               | 
               | I'm neither condemning nor praising this right now. Just
               | describing.
               | 
               | "Walking simulators" solve the problem by essentially
               | stripping you of all ability to change the environment
               | except on very specific rails. This can support non-
               | linear story telling, but not arbitrarily-changing
               | stories. In the case of AAA games, a key indicator of
               | this is your character suddenly holstering the weapon
               | that is otherwise their constant companion with no player
               | input, and since the only verb you meaningfully had to
               | change the environment up to this point was "shoot", now
               | you have no environment changing abilities, and the game
               | need not explain why suddenly everyone and everything in
               | the world is bulletproof since you simply can not fire.
               | 
               | That said, I think the case for calling them "not real
               | games" has some virtue to it. It isn't like there's a
               | bright shining line, but there's certainly "games" that
               | are more interactive (in the limit, consider something
               | like Minecraft) and there are games that are less
               | interactive (in the limit, things that are essentially
               | just choose your own adventure), and as is so often the
               | case in practical philosophy, just because we can't draw
               | a bright shining line doesn't mean we can't at least come
               | close, or that the inability to draw a line means that we
               | have to pretend there are no differences at all.
        
               | wolverine876 wrote:
               | Thanks, that is enlightening analysis.
               | 
               | > a truly interactive story is really freaking hard
               | 
               | Why do you think that is? I am not ignorant of reasons
               | and explanations, such as needing too much content, but
               | what do _you_ think are the fundamental reasons?
        
               | lapetitejort wrote:
               | You, the real human, cannot say whatever you want to the
               | NPCs. Instead you either have to rely on a few scripted
               | choices, or a silent character. Neither of those are very
               | fun. Interactive also implies the ability to change
               | outcomes. That is also difficult as every outcome
               | requires writing, animating, etc. So games give the
               | illusion of choice with a few well defined branches, then
               | railroad you into a few endings.
               | 
               | Another approach is to not craft an explicit narrative.
               | Just give a fleshed out, lived-in world and let the
               | person explore. Let knickknacks, street trash,
               | architecture, NPC behavior, etc tell the story. How can a
               | game describe a dystopian world without an NPC saying "I
               | sure do hate being oppressed!" and giving a questline for
               | toppling the government? Maybe draconian transportation
               | systems, NPCs eyeing the character if not dressed right,
               | ugly architecture seeping into established spaces.
        
             | mherdeg wrote:
             | This is kind of a sliding scale -- I'd put Jazzpunk or
             | Thirty Flights of Loving in the same category but I think
             | they're traditionally considered "adventure games".
             | 
             | Feels like a very different genre from, like, IF where you
             | have to work hard to see the whole story (Trinity, Curses).
        
             | Beltalowda wrote:
             | I always considered these games to be more or less the
             | successor to LucasArt-style point & click adventures.
        
               | ansible wrote:
               | I consider walking simulators to be in the same category
               | as the old LucasArts-style point & click adventures.
               | 
               | Often there is the very reduced or entirely eliminated
               | puzzle-solving component.
               | 
               | In the old point & click adventures, with the very linear
               | story, if you can't figure out a puzzle, then you are
               | stuck. You absolutely can't advance through the story.
               | 
               | With the walking simulators, if you miss some bit, then
               | you miss a part of the overall story, but you'll still
               | get to the end and get the big picture. And you can
               | usually go back and pick it up if you realized you missed
               | something.
               | 
               | BTW, some walking simulators I can recommend:
               | 
               | Gone Home - very good story.
               | 
               | What Remains of Edith Finch - also very good and
               | heartbreaking story.
               | 
               | Tacoma - also decent.
               | 
               | Observation - trippy story
               | 
               | Return of the Obra Din - this is a bit closer to the old
               | point & click in the sense that you are a detective, and
               | must actually Sherlock your way through.
        
               | corrral wrote:
               | I wouldn't have classed Return of the Obra Din as a
               | walking simulator, but more of a puzzler like Myst. Was
               | great, though. I'd recommend both The Talos Principle and
               | The Witness, along those lines.
               | 
               | My favorite pure "walking simulator" I've played, by a
               | mile, is Firewatch. Haven't played What Remains yet,
               | though.
        
               | ansible wrote:
               | That's fair. I haven't tried Fire Watch yet, but it is on
               | my list.
        
             | nsv wrote:
             | In this genre is one of my favorite games, The Beginner's
             | Guide by Davey Wreden.
        
           | jabroni_salad wrote:
           | It's kind of a derogative descriptor for narrative games
           | lacking in action. Games such as The Stanley Parable.
        
             | oneoff786 wrote:
             | Action seems like the wrong word. Walking simulators lack
             | any skill requirements. They're basically just choose your
             | own adventure stories with a small number, or even just
             | one, choice to make, but you navigate with a character
             | movement instead of picking options from a menu.
        
               | marvin wrote:
               | It's still a bit of a derogatory term, and it doesn't
               | entirely match up to history. Text adventure games, point
               | & click adventure games and so on were very similar in
               | gameplay mechanics to many games that get this moniker.
               | 
               | Many of them do incorporate enough puzzle elements that
               | the game consists of more than just taping down the up
               | arrow. Often, the term feels like it attempts to reduce
               | the term "game" to something more narrow than what the
               | art form does and has encompassed, historically. Not all
               | games require mechanical skill. Not all games are what
               | you expect them to be. Etc.
        
         | Melatonic wrote:
         | This is part of the reason I like Untitled Goose Game - many of
         | the things seem sort of mundane but they add a lot of humour to
         | it and keep it fresh
        
         | matheusmoreira wrote:
         | I love it when games have a creative mode. It's a nice balance
         | between challenge and fun. Subnautica for example has a normal
         | mode, a hardcore permadeath mode and a creative mode with no
         | death and infinite resources. Building bases everywhere and
         | watching the beautiful underwater landscapes and marine life is
         | just so soothing.
        
           | huachimingo wrote:
           | LittleBigPlanet was a blast on creative/user-made maps.
           | 
           | You could have a fairly stupid concept (free-falling sponge,
           | with a shark that follows you while only in water), copy the
           | whole level and mod it to whatever new state you wanted.
        
       | asdff wrote:
       | One of the most popular mods in skyrim makes it so your character
       | now has to regularly eat, drink, wear warm clothing, stay dry,
       | get decent sleep, etc. I never got the appeal. There's an
       | argument that the game is realistic played this way, but its
       | still a game. You press a button to go to sleep and the camera
       | fades for five seconds. That's not exactly adding realism or
       | making the game more satisfying or challenging really, that's
       | adding mundane stuff to the list of chores you now have to do to
       | mess around in game.
       | 
       | Clearly there is an appeal for doing these tasks somehow for some
       | people. I think it can get a little bit unhealthy if it becomes a
       | means to escape the real life RPG you should be focusing on. I
       | was a little bit in this state back when runescape was more
       | popular 15 years ago or so. I would spend hours clicking around
       | diligently gathering and preparing crafting materials in game,
       | while I neglected very basic tasks around the home. Maybe people
       | need to figure out how to turn laundry and dishes into a quest
       | with checkpoints and lore and xp to get them as motivated as they
       | are to do virtual chores.
        
         | henriquecm8 wrote:
         | People like to role-play, and having to do mundane stuff can
         | make it easier to role for some people, and makes the game more
         | immersive.
         | 
         | I am not of those players, because I play mostly for the
         | stories, but I understand why they do it.
        
       | iamben wrote:
       | I very much look forward to the HN post titled "I released a
       | popular real-time office game, now people work for me for
       | free..."
        
         | Cthulhu_ wrote:
         | Isn't that just outsourcing with extra steps?
        
         | Cthulhu_ wrote:
         | Isn't that just outsourcing with extra steps?
         | 
         | I mean a lot of software development and techie life has become
         | gamified; github streaks, collecting stars, getting :+1: votes,
         | apple watch circles, no-fap or no drinking streak apps; tinder
         | stars, instagram votes, youtube watches, badges/achievements,
         | the list goes on. Lots of things are gamified, and I'm actually
         | surprised there's not more of video game style sound or visual
         | effects when you do these things.
        
       | asciimov wrote:
       | My partner absolutely adores House Flipper a game where you clean
       | up, repair, and decorate derelict houses.
       | 
       | She, like the people in this article, really loves this style of
       | game because there is no direct competition. Sure there are tasks
       | to complete and achieve but there is no clock, no angry mobs of
       | people yelling obscenities at you, and no enemies getting in your
       | way while you try and do your thing.
       | 
       | These games are good to veg out with, they give you some of the
       | satisfaction of doing a good job, while keeping you from doing
       | all the hard work.
       | 
       | No it's not my kind of game, but House Flipper is now one of my
       | top three games played on steam (for game time) because my
       | partner uses my steam account for gaming.
        
         | frozenlettuce wrote:
         | it also seems funnier than passively watching Property Brothers
        
           | asciimov wrote:
           | Once you've watched an episode or two of the Property
           | Brothers, you have really seen them all. Their style, along
           | with the rest of the HGTV style, is starting to look tired
           | and dated.
        
         | RC_ITR wrote:
         | One of the major criticisms of contemporary digital work is
         | that there's very little tangible/ non-abstract evidence of
         | work product.
         | 
         | Even if you just dig ditches, at least you can say "hey I dig
         | these ditches that I now see" at the end of the day. This is
         | very satisfying to our brains.
         | 
         | I predict a lot of future recreation will look like "visual
         | evidence of accomplishment without needing the tedious labor
         | required to do the same thing in the physical world."
         | 
         | You can kind of see why Zuck cares so much about the meta verse
         | from that angle, it's just too bad that he's so nuerodivergant
         | he's getting the details wrong.
        
         | m463 wrote:
         | Makes me think of unpacking - a low key game to unpack boxes
         | with a gentle story behind it.
        
           | asciimov wrote:
           | Dang, I'm gonna have to try that soon, after I'm done
           | packing, moving, and unpacking...
        
         | vorpalhex wrote:
         | My game library falls into two categories - very engaging
         | active games (Battlefield, Tarkov, etc) and very passive games
         | like Keplerth or The Hunter.
         | 
         | Sometimes you want to feel an adrenaline rush. Sometimes you
         | just want to tend a garden or walk a forest.
        
           | therein wrote:
           | > Sometimes you want to feel an adrenaline rush. Sometimes
           | you just want to tend a garden or walk a forest.
           | 
           | And that's where Rust comes in. You're tending your garden,
           | keeping your base in order and then people come with rockets
           | and C4.
        
             | capableweb wrote:
             | The only difference between that and what GP said, is that
             | in Rust you don't have any player agency in deciding _when_
             | people come after you or not. Switching between adrenaline
             | /calm single-player games, you get to decide at your own
             | pleasure :)
        
           | [deleted]
        
           | ishjoh wrote:
           | > Sometimes you just want to tend a garden or walk a forest
           | 
           | I do both of these things a fair amount IRL, I'm not trying
           | to single you out I just want to understand motivations for
           | playing these games, is there a reason you do these
           | activities in a game as opposed to IRL?
        
             | ljp_206 wrote:
             | A few potential reasons: In games the rewards are much more
             | immediate, even if we play a game that requires waiting.
             | Gardens and forests may not be near, available, or
             | accessible when gamers are ready to relax. Gamers may not
             | be physically able to partake in such activities. You might
             | need to pay or buy something (shoes, a car, a park pass,
             | garden mulch, tools...) to participate.
        
             | ohwellhere wrote:
             | Do you sometimes like to eat apples and sometimes like to
             | eat oranges?
        
             | corrral wrote:
             | You can start a game instantly. No travel. No travel
             | expense, either. No packing. No un-packing. No arranging
             | for someone to watch your pets if it's going to be long
             | enough for that to matter. No dealing with taking the kids
             | with you, or finding some other place for them to be. Your
             | spouse doesn't have to want to go.
             | 
             | No spiderwebs on your face. No biting and/or disease-
             | carrying insects. No oppressive humidity. No getting soaked
             | by a sudden rainstorm. No sunburns. No twisting an ankle
             | and having a horrible time getting back out. No taking a
             | wrong turn and ending up _having_ to go much farther than
             | you 'd counted on, to get back.
             | 
             | Much or all of the game world may be crafted to be
             | interesting. Even very nice natural areas have boring bits,
             | and you can't fast-travel past them.
             | 
             | You can do it even if you're injured, or tired.
             | 
             | If the game has tasks, they usually have far faster reward
             | loops than their real-life equivalents. The real-life
             | versions might have more clean-up or mess. You have to
             | actually physically do a bunch of stuff where the game
             | might have a button press. You also have to know _how_ to
             | do it, and have the tools (if any) to do it. This is why
             | obsessive players of games that feature gardening or
             | farming usually don 't become avid hobby-gardeners in real-
             | life.
        
               | henriquecm8 wrote:
               | > _No un-packing._
               | 
               | https://store.steampowered.com/app/1135690/Unpacking/
        
             | RC_ITR wrote:
             | If the goal is visual evidence of accomplishment, then one
             | gives you that while relaxing the other gives you that
             | while bending over and tiring out your core/upper body.
             | 
             | I won't make moralistic judgements on which is better, but
             | I will say all else equal, a lot of people prefer physical
             | passivity.
        
             | LizardsAreCute wrote:
             | While I do go for walks here, the nature in the Netherlands
             | is mostly very boring.
        
               | corrral wrote:
               | True in _very_ large stretches of the US, as well. Though
               | we also have a bunch of huge regions with beautiful,
               | varied, striking natural environments, of course.
        
             | aaaaaaaaaaab wrote:
             | Ticks.
        
             | ridgered4 wrote:
             | It's cheaper (no need to buy supplies) so you can do things
             | you'd never be able to afford IRL. Which also allows you to
             | experiment with more things. This also lessens the
             | consequences of failure.
             | 
             | You can do the activity when there's free time (like at
             | night) with no real planning.
             | 
             | You can put the task down for months on end without
             | negative results because time is constrained to the game
             | world. Or put another way, constant upkeep tasks and their
             | results can be perfectly saved.
             | 
             | Game worlds can be tightly controlled if you wish it.
             | Reality is uncontrollable.
        
             | vorpalhex wrote:
             | I also go hiking in real life when possible, but that is a
             | minimum commitment of four hours and by the time I get off
             | work that isn't usually doable.
             | 
             | On the other hand, it only takes about five minutes to boot
             | a game and be walking the PNW.
        
             | burntoutfire wrote:
             | People live in flats with no garden, or don't live near a
             | forest or anything beautiful really, or finish their shift
             | when it's already dark. Or maybe it's just raining or 105 F
             | outside.
        
             | duckmysick wrote:
             | I do gardening in my spare time but I also enjoyed playing
             | Stardew Valley - a game where you bring back to life an
             | abandonded farm.
             | 
             | Video games have faster feedback loop compared to real
             | life. You progress and get rewards much faster. For
             | example, I could finish an entire growing season in one
             | long evening of playing. And it's not just scaling time.
             | The tasks themselves are simplified to balance complexity,
             | difficulty, and fun. You only have a handful of tools that
             | never break. You don't have to worry about plant diseses,
             | pests, droughts, floodings, or freezing temperatures in
             | spring. The only thing you need to manage is watering
             | (which you have an infinite supply of) and crows (which are
             | repelled with a scarecrow).
             | 
             | The barriers of entry are lower too. There are games that
             | let you drive a truck of fly a plane; things which would be
             | prohibitively expensive in real life.
        
           | vogt wrote:
           | Same exact deal here. I LOVE powerwash simulator mentioned in
           | the article. Also love sweating out hours in payday 2 getting
           | raided by horde after horde of enemies.
        
       | itronitron wrote:
       | I think people gravitate toward the grinding tasks (mundane
       | chores) because they provide stable incremental rewards for work
       | done which is in stark contrast to many people's real world jobs.
        
       | bart_spoon wrote:
       | Seems like half of the comments here are from people who read the
       | title and assumed the article was about grinding in many modern
       | video games. The article is actually about the burgeoning genre
       | of simulator titles for literal chores, like Power Washing
       | simulator, Job Simulator, Unpacking, etc.
       | 
       | While there may be some related underlying factors influencing
       | both, they are very much not the same thing. As always, it helps
       | to read the article before commenting.
        
         | pvg wrote:
         | Most of the comments are the comments are about the article and
         | threads typically evolve to become more on-topic so you're
         | better off writing something about it as well, rather than
         | adding meta and did-you-read-the-article-ing. Plus the
         | guidelines ask you to avoid that.
        
         | sumy23 wrote:
         | The millennial answer to never being able to afford a home.
        
         | [deleted]
        
         | acomjean wrote:
         | After reading about Penn and Teller's desert bus game, I
         | wondered why job simulators got any traction. 8 hour drive for
         | 1 point....
         | 
         | https://www.polygon.com/platform/amp/2013/7/10/4510388/why-t...
        
           | UberFly wrote:
           | Knowing Penn & Teller there's probably a cheat code that adds
           | the occasional stripper hitch-hiker along the route. At least
           | I would hope so.
        
         | [deleted]
        
           | [deleted]
        
         | JoeAltmaier wrote:
         | Played an old, old Japanese game called 'Power Shovel'. It was
         | a riot, particularly because of the Samurai warrior that would
         | come out and insult you after every pathetic attempt to move
         | your pile of dirt.
         | 
         | What's old is new again!
        
           | andai wrote:
           | https://youtube.com/watch?v=8_LvBJtO208
           | 
           | Wow that's a cool game, the destructible car is impressive,
           | haven't seen that in any PS1 games! I wonder how they did
           | that (if they hardcoded it with trigger points, or if there's
           | some real physics going on).
        
             | aidenn0 wrote:
             | I think that little video shows exactly why "mundane
             | chores" are the rage in gaming. You get paid $80k for less
             | than 5 minutes of operating a power shovel, running up
             | against a time limit.
             | 
             | If each level was 8 hours of operating a power shovel out
             | in the hot sun, and if you stop playing without calling in
             | sick, or call in sick too many times you immediately lose
             | and are banned from playing the game again, it might be a
             | bit less popular...
        
           | hinkley wrote:
           | When you say "old" are you referring to the PlayStation game
           | that came out in 2000?
           | 
           | Paperboy came out in 1985:
           | https://en.m.wikipedia.org/wiki/Paperboy_(video_game)
           | 
           | It was in arcades. At one point I had it on PC, and boy did I
           | get tired of that quick.
        
         | andai wrote:
         | The site wants my personal information (and possibly my money,
         | it isn't clear) to allow me to read beyond the first paragraph.
         | (Though to be fair, even what little is shown is sufficient to
         | clarify the subject matter :)
        
       | rasz wrote:
       | In other news a record number of US teenagers never engaged in
       | any real life 'mundane chores' in their life. "Physicals work is
       | what our parents, or immigrants do!". 'PowerWash Simulator' is
       | fun if you never worked all summer at a carwash, same with
       | 'Viscera Cleanup Detail' etc.
        
         | pyrophane wrote:
         | When you say "in other news," is there any source for this?
        
       | dusted wrote:
       | The guy who figures out how to get something useful out of people
       | harvesting their carrots in Minecraft will become insanely
       | wealthy.
        
         | Aunche wrote:
         | Isn't Amazon doing something like this with the gamification of
         | their fulfillment centers?
        
         | kmlx wrote:
         | i first had this idea more than a decade ago: a way to
         | translate gaming tasks into something productive on the other
         | end of the pipe. the gamer doesn't realise, and the company
         | actually solves issues by just letting the gamer play the game.
         | 
         | in the non-gaming world, i think the closest mass market idea
         | has been google's captcha which actually trains an AI in the
         | background. that's very naive and very simple, and definitely
         | not a game, but imagine something similar with puzzles (i.e.
         | Witness, the game, is all about puzzles. why not replace those
         | puzzles with puzzles from real life that actually need
         | solving).
        
           | sidibe wrote:
           | I think the work they do in the series Severance was like
           | this. They were in some gamy looking interface and had no
           | idea what they were actually doing but got good at doing it
           | and apparently it was important
        
           | saddestcatever wrote:
           | If you haven't read Ender's Game, I highly recommend it based
           | on this topic.
           | 
           | I think the tricky part is - if it's an unsolved problem, how
           | does the game know when a task is complete? Feedback loops
           | are a core element of game design, and part of the reason
           | tedious tasks can be satisfying, but unless it's directly
           | manual labor, I'm unsure how to create a proper feedback loop
        
             | dumb1224 wrote:
             | I thought the same. Ender's Game and the cell
             | classification task have something in common: the end
             | status to achieve (whether to eliminate all opponents or
             | identify something that's known). If we think this way,
             | these two tasks could still be treated as machine learnable
             | tasks (albeit poorer solution possibly). A genetic
             | algorithm for example, could be trained to derive the means
             | to achieve the goals. In cases where we don't know the end
             | goal of the game, how do we train ourselves towards an
             | unknown objective or without guidance of known answers.
        
             | bee_rider wrote:
             | Hmm.
             | 
             | Perhaps we could use bored humans as an accelerator to
             | heuristically solve NP-complete problems. Then we'd just
             | need to do the verification step.
             | 
             | All we need to do is prove that this produces a big-O
             | improvement, and I think we could make a compelling
             | business case.
             | 
             | /s
        
           | majewsky wrote:
           | EVE Online has done several citizen science minigames over
           | the years where human players can perform image-
           | classification tasks.
           | 
           | 2017: https://arstechnica.com/gaming/2017/05/eve-online-
           | citizen-sc...
           | 
           | 2018: https://arstechnica.com/science/2018/08/minigame-
           | integrated-...
        
             | mkr-hn wrote:
             | They had a more recent one for covid research.
             | 
             | https://www.wired.com/story/eve-online-project-discovery-
             | cov...
        
           | [deleted]
        
           | jameshart wrote:
           | Neil Stephenson's _REAMDE_ touches on this idea, and reaches
           | the somewhat inevitable conclusion that if you can automate
           | enough about a real world task that you can translate it into
           | gaming terms, and determine automatically whether or not the
           | player has succeeded at the task (in order to reward them 'in
           | game' for completing the task), then you have probably done
           | all the essential work needed to have a computer do the task
           | in the first place.
        
             | [deleted]
        
             | ethbr0 wrote:
             | Why require automated validation?
             | 
             | In the real world, most tasks output as inputs to other
             | tasks by other people. And those downstream people perform
             | validation of incoming work.
             | 
             | Delay reward until downstream validation passes.
        
         | Game_Ender wrote:
         | The foldit [0] game has players solving protein folding
         | problems that have real world implications. More ideas in this
         | angle would be data labeling type situations to power machine
         | learning systems. These are currently done through
         | MechanicalTurk or large offices in low cost areas of the world
         | dedicated to the task.
         | 
         | The tools are not usually that polished or that pleasant to
         | use, and don't have the same gamified and reward angle. So if
         | you could figure out how to package the work, add some whimsy,
         | and cross validate results you might have something.
         | 
         | 0 - https://fold.it/
        
         | alar44 wrote:
         | There's probably a way to literally mine crypto.
        
         | Cthulhu_ wrote:
         | There's the crypto / NFT games that generate a lot of money for
         | their creators. Or, generated past tense, lmao.
        
       | npteljes wrote:
       | I see them as natural continuation of "simulation" games, titles
       | like SimFarm from 1993, or Harvest Moon from 1996. These had
       | several aspects that are explicitly micromanagement, like placing
       | things one by one, waiting for some time, then clicking on
       | everything once again.
        
       | beepbooptheory wrote:
       | https://archive.ph/1OsVN
        
       | joemaller1 wrote:
       | It would be interesting if we could Ender's Game this with actual
       | real life drones or something. But then, I can think of a million
       | ways that could go horribly wrong.
        
         | Cthulhu_ wrote:
         | You mean what various militaries are doing right now? I mean
         | the soldiers get paid but you know what I mean.
        
       | mberning wrote:
       | It's insane how much of my youth was literally wasted on dumb
       | video games. It went way beyond normal levels of entertainment.
       | Luckily after a year or two of college they started to lose their
       | allure to me. But I knew many people that it seriously impacted
       | their adult life. People dropped out of school and changed majors
       | because they could not quit WoW, for example.
        
         | rajamaka wrote:
         | I look back on the time playing video games with buddies in
         | high school more fondly than the time I spent playing
         | competitive sport or throwing rocks at cars.
        
           | mberning wrote:
           | It depends on how you are evaluating it. Did I enjoy gaming?
           | Yes very much. Did I enjoy it more than sports? For sure. Did
           | gaming have more of a positive impact on my life than sports.
           | Not a chance.
        
       | Justsignedup wrote:
       | Lots of these games have a few key things:
       | 
       | #1 everyone likes doing things that are considered chores. They
       | just don't like to do them when it gets boring / stressful. For
       | example I like powerwashing... but if I had to do it for 10 hours
       | straight I'd hate it too.
       | 
       | #2 lots of those things require special circumstances, training,
       | skills, big cost investment, risk. The game eliminates all that.
       | Don't own a house? can still power wash without having to buy the
       | gear, a house, and wait a few years.
       | 
       | #3 risk is a big one. I enjoyed truck simulator (for a short
       | bit). Why? Because I can veg out while driving and there's no
       | consequences. Or literally plow through traffic and not care. I
       | can be as careful / careless as I want to be and it just works.
       | 
       | Its a way to take things you hate doing and have to pay attention
       | while you do them, and let you veg out and enjoy the enjoyable
       | part of the task.
        
       | [deleted]
        
       | rhn_mk1 wrote:
       | This makes it clear that people _just want_ to do something
       | useful in their lives. Why isn 't real life building on this?
       | What are the remaining differences?
       | 
       | Is it the extra bureaucracy involved in earning money? Is it the
       | feeling of being exploited when working for someone else? Is it
       | the pressure to economically justify anything we might want to
       | do?
       | 
       | How much friction can we eliminate in work? What is essential,
       | and what is not?
       | 
       | I feel that humanity would be better served if the feeling of
       | achievement was coupled with meatspace usefulness, and not just
       | virtual creation.
        
         | farleykr wrote:
         | I don't think we'll ever be able to eliminate friction from
         | "real" work and therein lies the reason why these games are
         | popular. Real work requires sacrifice, sweat, disappointment
         | and all the rest. These games allow you some semblance of the
         | gratification without the friction.
        
           | Sheeny96 wrote:
           | You can reach 20 woodcutting in Runescape in < 1 hour as a
           | complete noob to the game. The equivalent irl skill would
           | take months or years of training. Video games artificially
           | speed up the process of skill acquisition with a satisfactory
           | level of dopamine release such that you will keep going.
        
             | WJW wrote:
             | Indeed and this time reduction is present in a great many
             | forms. Imagine if a growing season in Stardew Valley took
             | actual months instead of minutes, or if crossing a mid-
             | sized kingdom on horseback took several weeks instead of
             | the 20 minutes or so in most video games.
        
               | indigochill wrote:
               | Counterpoint: Sailaway does model real-world travel time
               | and distance, although in that case it's the whole point.
               | I actually kind of wish there was a Euro Truck Simulator
               | mod or something that would make the distances realistic
               | too.
        
           | yoz-y wrote:
           | > Real work requires sacrifice, sweat, disappointment and all
           | the rest.
           | 
           | But does it have to be like this?
        
             | farleykr wrote:
             | Yes. That's what makes it work. I think we sometimes have a
             | perspective that we can optimize the struggle out of
             | everything but that's simply not true. It's okay for life
             | and the things we do with our life to be difficult and
             | mundane. They're not always so but it's not a problem or
             | out of the natural order of things when they are.
        
           | rhn_mk1 wrote:
           | We won't eliminate _all_ friction. But I 'm not satisfied
           | with any answer that neglects finding out what we _can_
           | eliminate.
           | 
           | Cooking for your family feels very different than cooking at
           | a corporate canteen, yet both are forms of useful work, and
           | both involve some friction. The game makers know it - Euro
           | Truck Simulator is full of both challenges (deadlines) and
           | boredom (traffic jams), and I wouldn't call it frictionless.
           | 
           | So, again, which friction can stay and which needs to go?
        
             | farleykr wrote:
             | I see what you're saying. And I agree it would be nice to
             | remove friction where possible but I think it would happen
             | in very specific, local contexts instead of some revolution
             | around work itself. In some ways work is in and of itself a
             | process of trying to remove friction and what can and
             | should be removed is mostly dependent on the person or org
             | and their goals. I also think it will just be whack-a-mole
             | and removing some friction will just uncover another form
             | of friction. So to me the question of what can stay and
             | what can go just sounds like rearranging deck chairs on the
             | titanic.
        
               | rhn_mk1 wrote:
               | > rearranging deck chairs on the titanic
               | 
               | I think that's a pessimistic view. You posit that
               | humanity will never be able to extract more than a tiny
               | bit of the satisfaction lots of people feel when they are
               | useful to the community.
               | 
               | On the other side, a lot of anarchist thought has been
               | proposing that smaller communities make people more
               | satisfied, by removing emotional friction.
               | 
               | Still from another direction, not all work needs to be
               | tightly economically controlled, or justified, yet
               | finances permeate work as pure overhead.
               | 
               | Dismissing the idea that work can be better than it is
               | today seems like a passive surrender.
        
               | farleykr wrote:
               | > You posit that humanity will never be able to extract
               | more than a tiny bit of the satisfaction lots of people
               | feel when they are useful to the community.
               | 
               | The abilities to feel satisfaction and be useful are not
               | directly linked to eliminating friction.
               | 
               | I don't know anything about anarchist perspectives on
               | smaller communities but I would actually hazard a guess
               | that smaller communities would increase emotional
               | friction but also the quality and sense of fulfillment
               | that come from being deeply emotionally linked to others.
               | 
               | I don't dismiss the idea that work can be better but I
               | think there's an average amount of friction in work that
               | can't be reduced. And from my perspective it makes me
               | feel like I gain strength, courage, and skill from
               | working at something that is always going to be difficult
               | in some way and to some degree.
               | 
               | To answer your original question as directly as possible:
               | I think if an instance of friction disadvantages or
               | oppresses someone or a group of people then we should
               | seek to eliminate it.
        
               | [deleted]
        
           | snikeris wrote:
           | Yeah I think it's scratching the innate human desire for
           | progress. The rewarding feeling of progress without the
           | friction of the real world.
        
         | everforward wrote:
         | > This makes it clear that people just want to do something
         | useful in their lives.
         | 
         | People want to do something with obvious, tangible impact in
         | their lives. Most of these games have a very clear impact on
         | the virtual world; that wall is clean, and I cleaned it. That
         | house got built and I built it. Those shelves got stocked, and
         | I did it. So on.
         | 
         | In meatspace, most jobs are either heavily removed from a
         | tangible benefit, or have bad pay and working conditions. You
         | can be in HR or accounting or IT, and several steps removed
         | from any kind of tangible end-product, or you can be a berry
         | picker working in the heat for $7/hr.
         | 
         | With the advent of the assembly line and exacerbated by
         | offshoring, the high-value part of the production chain has
         | become managing production rather than the production itself.
        
         | WJW wrote:
         | The article already mentions this:
         | 
         | > The concept recognises that working without the bother of
         | deadlines or micromanagement can be a lot of fun.
         | 
         | And they're right: building things is indeed fun, it's the
         | pressure of deadlines and handling your boss/clients/etc that
         | can make it stressful. But I don't think you can take that out
         | of a "job" situation; other people paying for your work is the
         | entire point of jobs.
         | 
         | If you are just doing things because you like it without anyone
         | paying you for it, that's called a hobby even if you do the
         | exact same things that you can also get paid for. (There is an
         | obvious parallel here with the "getting paid for FOSS"
         | discussion that pops up regularly on HN)
        
           | BlargMcLarg wrote:
           | Until there's decisive evidence all the pressure, lack of
           | transparency and politics is in fact necessary, there is no
           | reason to believe it is. We've made impressive things and
           | done impressive things without them for the entire history of
           | our species.
           | 
           | Most people really just want "do X, get Y" type of deals.
           | Those deals are becoming increasingly more rare except for
           | minimum wage jobs working you to the bone. Not having to deal
           | with politics has become a luxury instead of rewarding a few
           | individuals to deal with all the politics. Even something as
           | simple as getting a salary indication is already a hassle for
           | Average Joe.
           | 
           | The job market can learn a lot from game design and
           | gamification, but the guys at the top seem insistent on
           | believing they know better than decades of research.
        
             | WJW wrote:
             | It seems relevant that all the "chore" games mentioned seem
             | to be single player games where at most you compete against
             | a few computer players that don't mind losing. In almost
             | every job you will be playing multiplayer, and competing
             | for scarce resources like promotions, money and power. The
             | pressure, lack of transparency and politics stem from the
             | fact that people in the workplace are usually interested in
             | furthering their career over time and (except for the most
             | rockety of rocket ships) can only get that if some of their
             | colleagues don't.
             | 
             | Even "do X, get Y" type of deals are a threat, since the
             | amount of Y is finite and the more that goes to others, the
             | less that goes to you. It gets even worse when you take
             | into account that people can lie. Someone might only be
             | pretending to be happy "doing X" for the rest of their
             | lives and will actually stab their coworkers in the back
             | for a promotion. The guys at the top are definitely not
             | unaware of this dynamic.
        
           | rhn_mk1 wrote:
           | Oh, you might notice that I never mentioned a "job", only
           | "work". Perhaps the concept of "job" is the friction that
           | needs to be eliminated.
        
           | sky-kedge0749 wrote:
           | I'm skeptical of evolutionary psychology in general but if we
           | think about prehistory a lot of work was doing stuff that had
           | deadlines but you could easily understand what needed to be
           | done. You have to go out and collect a bunch of nuts and
           | berries, and there's a deadline because you'll starve if you
           | don't get the food, but you know the food is out there and
           | it's just a matter of getting it. Your ancestors have lived
           | off food from this land for thousands of years, you know you
           | will too. Similarly for simple crafting, you need to make the
           | clothing or the clay pot but there's no barrier to doing it,
           | you just have to do it. In these cases you could also have a
           | boss, that is, some person with authority directing and
           | judging you, but it's someone you know and someone whose role
           | you will inevitably fill.
           | 
           | I think the key difference in the modern world is that
           | success is not guaranteed, for reasons that may be well out
           | of your control, and failure is scary with unknown
           | consequences. We can imagine a world with pretty much the
           | same jobs and the same work, but with more security removing
           | the intense stress people feel.
        
             | indigochill wrote:
             | Success wasn't guaranteed in the ancient world either. Even
             | if you were cultivating crops, a drought you couldn't
             | control could wipe out your crops. Or baddies could invade
             | and steal your stuff and kill your people en masse.
             | 
             | Overall, we have way more security than the ancient world
             | did. Droughts are still a problem as the western US has
             | been seeing, but at least we're at a point today where it
             | just means food prices go up rather than food vanishing
             | entirely and requiring migration to other countries or
             | something.
             | 
             | As for stress, largely European workers don't seem to feel
             | the pressures that American workers do, which probably
             | boils down to in part a mix of higher taxes leading to
             | better safety nets as well as generally much more vacation
             | time from work. Also politics in European countries
             | generally isn't as polarized, though by no means is it
             | perfect.
        
               | sky-kedge0749 wrote:
               | Farming as a necessity didn't happen until late
               | prehistory and early history. Before that people hunted,
               | fished or foraged for their daily food. They had nothing
               | worth stealing or killing for or that couldn't be rebuilt
               | quickly after an earthquake or other disaster. In the
               | worst case they could just move a few miles away. Dying
               | from a drought wiping out your crops or from being
               | attacked by raiders from the mountains or from a warlord
               | or pharaoh that claimed to rule over you didn't happen
               | until later. Even then your own life was still simple to
               | understand: being a farmer or shepherd or what have you.
               | 
               | I don't mean to say this was all perfect, but instead
               | that when we talk about the stress of modern jobs, we
               | should go beyond saying no one likes deadlines or bosses,
               | because the real problem is the, for some people
               | literally daily, uncertainty.
        
         | galoisgirl wrote:
         | Well, there is gamification, whether you give a gold start to
         | yourself or use an app like Habitica.
         | 
         | Personally, I struggle with cleaning because it's truly
         | Sisyphean work. Always the same, never done, even if you do it
         | the results don't last.
         | 
         | Games can be played whenever I feel like it, cleaning doesn't
         | always work this way. A visit from the in-laws make it a chore,
         | and my brain can't really let go of that label for some reason.
         | 
         | Some work comes with physical discomfort: I don't think I'll
         | ever feel like picking strawberries in the burning sun for too
         | long.
        
           | JoelMcCracken wrote:
           | When I call clean, I use the time to listen to audiobooks,
           | podcasts, attentively to music (versus just being something
           | in the background while focus is elsewhere), etc. And
           | focusing on the peace/serenity I feel when my area is tidy
           | also helps.
           | 
           | Hth
        
         | __alexs wrote:
         | As someone who has put too many hours into EVE online to count.
         | I do mundane things in video games because of two different
         | reasons.
         | 
         | 1) The reward for doing the mundane thing is usually very
         | direct and actually pretty decent if you commit to it. For
         | example with enough grinding in EVE you can afford some very
         | fancy spaceships. Or with hours of code raiding in Rust you can
         | steal all of someones stuff by just typing in 4 digit codes for
         | hours.
         | 
         | 2) Doing the mundane thing in the game is still a form of
         | escapism from doing the mundane thing in the real world. Except
         | usually the video game isn't hardcore mode. If I don't do it
         | and a die I just respawn. Meatspace doesn't have this luxury.
         | In this case the video game is an escape from existential
         | dread.
        
           | paulryanrogers wrote:
           | I would second this sentiment. As a teen I loved the action
           | of Privateer and RPGs but found some of the grind tedious.
           | Later as an adult I found certain kinds of grind kind of fun,
           | to a point. Reaching the pay off is key. Things that feel too
           | out of reach or have pay-to-win shortcuts just completely
           | deflate the reward and destroy my motivation.
           | 
           | Cheating in MP also ruined it for me. Now I mostly do SP and
           | occasionally cheat there when it feels like the game is
           | getting too grindy or unfair.
        
           | kingaillas wrote:
           | Haha, I used to do Planetary Interaction in wormhole space,
           | to chill out. It was peaceful, setting up my extractors,
           | harvesting raw materials, then running through various
           | factories to obtain upgrades or finished products.
           | 
           | Of course, loading up my cargo and bringing to market was
           | tense... but I never was attacked, probably because I only
           | went to wormholes from hisec space. (The wormhole farming
           | corp I was in maintained various stations but I went with the
           | not-as-lucrative ones accessible from hisec and skipped the
           | low/no sec ones. As I recall, I stopped a few years ago.)
        
         | prawn wrote:
         | Not really a direct example, but the friction of accounting for
         | and paying tax strikes me as quite insane in most places. I pay
         | a bookkeeper and an accountant thousands a year, plus deal with
         | loads of hassle on top of that. I can't imagine that if you
         | designed an enjoyable working lifestyle from scratch, you'd
         | decide the whole tax rigmarole as we know it was essential.
        
         | mouzogu wrote:
         | we are just here to consoom product and get excite for next
         | product.
        
         | [deleted]
        
         | NoGravitas wrote:
         | What you're describing is Fully Automated Luxury Communism,
         | where most parts of work are automated, and people work under
         | non-alienated conditions simply for that feeling of
         | achievement. Or in the words of Captain Jean-Luc Picard: The
         | economics of the future is somewhat different. You see, money
         | doesn't exist in the 24th century. The acquisition of wealth is
         | no longer the driving force in our lives. We work to better
         | ourselves and the rest of humanity"
         | 
         | People need to feel useful; these chore simulators are
         | parasitic on that natural impulse.
        
         | jabroni_salad wrote:
         | Well, there is liability, safety, and practicality. I have no
         | desire for a career change, but trying a forklift or city bus
         | or train in a simulator is a fun afternoon. I don't think the
         | city is gonna let me joyride in their equipment, anyways.
         | 
         | You can go over to r/powerwashingporn and see a lot of
         | homeowners renting some equipment for an afternoon, but you
         | don't want them going out to public land and cleaning whatever
         | they want because they might just damage stuff with the wrong
         | chemicals or techniques. I know beaurocracy isn't very fun but
         | nobody wakes up with the sole desire to manufacture red tape
         | for no reason.
        
         | mywittyname wrote:
         | I'm an avid player of these mundane "chore" games and I play
         | them because they are fun.
         | 
         | I don't want to be a truck driver, but I want to play Euro
         | Truck Simulator with a complete racing wheel setup. The way I
         | see it, driving a truck across Europe while trying to follow
         | all of the rules to minimize cost is not that much different
         | mentally than driving a race car around a race track trying to
         | minimize lap time. But it is less physically fatiguing.
         | 
         | Even though these games seem dumb (I get poked fun at a lot for
         | playing them), most of the time, their game loops are tight
         | enough that you feel the same fulfillment as if you were
         | playing the latest Mario. They are always adding another
         | challenge to the game with each level, so that by the end,
         | you've developed a repertoire of skills that you can use to
         | tackle a variety of complicated situations.
        
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